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Release Tradeskill Construction Set |Quests:GOD,TSS,POK,POR Freebie Assister [Deleted]

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here's the code:

Sub PortableContainer (string c_name)

/if (!(${Defined[kit_slot]})) {
/declare kit_slot int local 0
}

/Call InBag "${c_name}"
/declare l_bag_item int local ${Macro.Return} - Looking here looks like disaster.. declare instead of varsetting will cause an issue if this sub is called over and over..

/if (${l_bag_item} == 1) {
/Call JustSwapItem "${c_name}" ${kit_slot}
/delay 5
}

I think if we swap the item and it somehow ends up in a container it aborts or something was in the other container.. that is
what is supposed to happen as a failsafe.


|NOTE: If we autoinv still in bag, abort.
/Call InBag "${c_name}"
/varset l_bag_item ${Macro.Return}
/if (${l_bag_item} == 1) {
/echo \ao[\atTCS\ao]: \ay[No Available Slots:\ay] \aw${c_name}\ay[ABORT\ay]
/end
}
 
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Not Sure if the problem.. buut

/if (!(${Defined[l_bag_item]})) {
/declare l_bag_item int local 0
}

/Call InBag "${c_name}"
|/declare l_bag_item int local ${Macro.Return}
/varset l_bag_item ${Macro.Return}
/if (${l_bag_item} == 1) {
/Call JustSwapItem "${c_name}" ${kit_slot}
/delay 5
}

Changed the code to see if the variable was defined, if not to define it once. Then set the variable to the returned Macro..
 
Happened with bags in every slot but the bottom right had a tome kit in it. Jewelry kit was in another bag. All the other containers swapped out fine.

What is the command to run the shopmake to repurchase failed combines? is there one?

Think I got it. /mac tsc freebie jewelry
from the start checked the task went and purchased items until each one was made complete then turn in. great.
 
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/mac tsc freebie jewelry
doesn't buy the supplies for the recipes that have farmed items? even if you have the farmed item in inventory?

/mac tsc shop jewelrytrophy
/mac tsc make jewelryrophy
/mac tsc beginner jewelry

finished it up nicely.
 

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/mac tsc freebie jewelry
doesn't buy the supplies for the recipes that have farmed items? even if you have the farmed item in inventory?
ha ha.. I didn't finish that piece of code..

heh..

the whole purpose was to find out if you had the farmed items before spending dough on vendor items..

change this: Start at line 862 in TSC_POR

/if (${Macro.Return} == 1) {
/echo Can make buy it
/varset l_switch 0
/varset r_switch 0
/varset last_rec_tick 0
/end
/if (${l_buy_count} > 0) /Call Buy_Recipe "${ts_ini}" "${l_quest_hdg}" "${l_quest_n}" ${rec_tick} ${l_buy_count}

/end
/goto :after_buy_checks

}

TO THIS:

/if (${Macro.Return} == 1) {
/varset l_switch 0
/varset r_switch 0
/varset last_rec_tick 0
/if (${l_buy_count} > 0) /Call Buy_Recipe "${ts_ini}" "${l_quest_hdg}" "${l_quest_n}" ${rec_tick} ${l_buy_count}
/goto :after_buy_checks
}
 
Not Sure if the problem.. buut

/if (!(${Defined[l_bag_item]})) {
/declare l_bag_item int local 0
}

/Call InBag "${c_name}"
|/declare l_bag_item int local ${Macro.Return}
/varset l_bag_item ${Macro.Return}
/if (${l_bag_item} == 1) {
/Call JustSwapItem "${c_name}" ${kit_slot}
/delay 5
}

Changed the code to see if the variable was defined, if not to define it once. Then set the variable to the returned Macro..


Just used the same conditions, jewelry bag in another bag and tome binding kit in bottom right.. it swapped it out.. (new code of course)

???????????????????????????

Longshot.. the tome binding kit is large.. and the jewelry kit is small.. so in some world is the bag it uses not big enough to hold large items?

Tested it again.. swapped out the TBK for the jewelry kit.. no issue.. this code may have done the trick...

Tried it a 3rd time, worked.
 
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Did I miss the smithing trophy? I can't seem to find the right command for it.

I need to format the smithing trophy ini and also populate the answer file for it to work properly for the quest. It currently does pottery, jewelry, brewing, fletching beginner trophies. More will be added...
 
Just noticed the judge is sometimes not taking items that it should thus wrecking my macro.. started recently afaik

Observed with pottery, but may be other trophy tasks also..
 
Had this issue with the last version, was simple as the ID were wrong or missing. Still trying to figure out the new layout. haha
 
Had this issue with the last version, was simple as the ID were wrong or missing. Still trying to figure out the new layout. haha

I tried to turn in stuff manually and the judge ignored it, bugged judge..

last version is so 6 months ago :)
 
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Some good news, I was waiting for the situation where there was an item that needed 2 separate combines that do not relate to each other.. and we have that in the smithing.. so therefore I am writing in the code. I expected it to happen. What this means is any task that has a recipe that relies on 2 sub recipes that do not depend on each other will be checked and made as necessary. This is good and I had set it up originally in my spaghetti code but scrapped it all to write code as needed instead of frakenstein code..

bad news.. will have to wait a lil on the update.. but it is in the queue and actively being worked..

that said I will release a small fix update today..
 
I did all of the trophies and didn't have a problem turning in any items, might just be the server you are on.

If I am having a bad day, everyone has a bad day.. :)

I have had nothing but 1000ms the last 4 days..

I also couldn't turn in containers because they had something inside them :p
 
If you have a spell research kit in your inventory when you run /mac tsc freebies
it skips the bags check and heads straight to abysmal

tested by deleting the spell research kit and ran it again, proceeded to purchase all the kits and bags.
Same for tome binding kit.
 
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If you have a spell research kit in your inventory when you run /mac tsc freebies
it skips the bags check and heads straight to abysmal

tested by deleting the spell research kit and ran it again, proceeded to purchase all the kits and bags.
Same for tome binding kit.
unable to repro. tried tome and spell kit.. still goes to get jewelry bag :(
 
Had all bag slots full but the bottom right and the first item purchased was the tome kit. I stopped the macro and then ran it again and it skipped the rest of the bags. Twice, then did the same test with another toon. Same thing. Deleted the spell/tome kits and restarted and it bought all the kits.

Got into a loop with using the loom. Not sure if lag or what, but apparently the loom didn't get opened and it just looped through moving the items around in my bags. (possibly the feedme right clicking food the same time I was left clicking the loom?)
 

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Had all bag slots full but the bottom right and the first item purchased was the tome kit. I stopped the macro and then ran it again and it skipped the rest of the bags. Twice, then did the same test with another toon. Same thing. Deleted the spell/tome kits and restarted and it bought all the kits.

Got into a loop with using the loom. Not sure if lag or what, but apparently the loom didn't get opened and it just looped through moving the items around in my bags. (possibly the feedme right clicking food the same time I was left clicking the loom?)


feed me would explain the invalid slot part..

the looping endlessly happens when things get out of sync,, however that happens.. I have been chasing it for awhile which is why I like the UI so much better..

the basic answer is it gets bugged and just loops and doesn't click combine


these 2 lines are the reasons you would run st8 to abys

/Call Total_Slots_Free
/if (${Macro.Return} == 0) /goto :ts_start

/if (${Me.Platinum} < 1) /goto :ts_start

no cash or something weird not account for with bags.

/if (${b_type.Equal[Backpack]} || ${b_type.Equal[Merchant]})

if you rocking a collectors case or something I would have to account for it.. it prolly counts it or doesn't count it as space..
 
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these 2 lines are the reasons you would run st8 to abys

/Call Total_Slots_Free
/if (${Macro.Return} == 0) /goto :ts_start

/if (${Me.Platinum} < 1) /goto :ts_start

no cash or something weird not account for with bags.

/if (${b_type.Equal[Backpack]} || ${b_type.Equal[Merchant]})

if you rocking a collectors case or something I would have to account for it.. it prolly counts it or doesn't count it as space..
Three different toons, if i move the research kit from the bottom right slot to a container it will restart. It's only when the research kit is in the bottom right slot and I have no primary slot open that this happens. Plenty of plat and room in bags for other containers. Like the photo above with the inventory, if all slots are full of bags and there is a research kit in the bottom right, it will not purchase the other containers, if you move the research container or open a slot to the left of it, it will continue buying the other kits, if not it will skip the other kits.

(If I have all my slots full and any other tradeskill container in the bottom right, it will finish buying the rest of the tradeskill containers.)

Just seen /Call Bottom_Slots Empty :)
Research kit is type lexicon
/if (${p_con_name.Equal[lexicon]}) /return 1


Also, strange for the research kit not switching out of the bottom right slot with the jewelry kit. I ran 3 toons, two of them switched it out, the third one said unable to find available slot again with the tome kit in the bottom right.
(restarted the macro in abysmal, he ran back and finished up some loom stuff, the same toon that had issue with the loop at the loom, finished that then he went and switched the jewelry bag for the research kit and went about his business.)

Tracker's Water Extractor is labeled Alchemy ( just thought I would bring it up since it actually used this container in one of my recipes for skillup)
/if (${p_con_name.Equal[Alchemy]}) /return 1
 
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Manually popped my Summon Agent and bought black pearl then ran /mac tsc beginner jewelry
ran without any problems, bought all the remaining supplies, did combines, turned in and got the trophy. nice work.

Ran the /mac beginner brewing (without farmed supplies)
He did everything as expected. Made what he could turned in what he could.
Handed him the farmed supplies and he went to town finished buying the needed supplies and combined them.
did the turn and got the trophy. excellent.

Jewelry
Black Pearl - Resupply Agent (Summon Agent AA)

Brewing
Sylvan Berries - Foraged
Fruit - Foraged
Aerated Mineral Water - West Freeport Ping Fuzzlecutter
Royal Jelly - Kelethin Merchant Weaolanae & Merchant Kanoldar
 
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Just a thought, could add the resupply merchant to the vendor list for the black pearl. if anyone had a resupply merchant up it would buy them? LOL

Problem might be that no difference between a wizzy familiar and a merchant familiar


/if (${Me.AltAbilityReady[Summon Resupply Agent]}) {
/alt act 8081
/echo \agActivating \ay[\apSummon Resupply Agent\ay]
/delay 1s !${Me.AltAbilityReady[Summon Resupply Agent]}
}
/nav spawn ${Me.CleanName}`s familiar
/tar ${Me.CleanName}`s familiar
/usetarget
/Call Buy "Black Pearl" 10

just thinking out loud. :)

irrelevant to the cause, but if you zone with a supply merchant he restocks (usually only carries 100 of each item)
 
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The free inventory doesn't account for what types of slots are available, like those locked to collectables only or tiny slot size and trying to put a large item into it
 
Almost need a way out of the loop, I think you can check for an open container, like a lexicon or a environmental container like a loom
 
This fixed the issue for me. I think this line missing returned false for not having any slots empty. Adding this said yes slots are full but I have a useable container that is swappable in that slot. (more or less ignoring the item in the bottom right slot with the kit)

/if (${p_con_name.Equal[lexicon]}) /return 1

in the TSC_Support File
Sub ConTypes(string p_con_name)
/if (${p_con_name.Equal[Baking]}) /return 1
/if (${p_con_name.Equal[Medicine]}) /return 1
/if (${p_con_name.Equal[Fletching]}) /return 1
/if (${p_con_name.Equal[Jewelry Making]}) /return 1
/if (${p_con_name.Equal[Mixing]}) /return 1
/if (${p_con_name.Equal[Tinkering]}) /return 1
/if (${p_con_name.Equal[Make Poison]}) /return 1
/if (${p_con_name.Equal[Food]}) /return 1
/if (${p_con_name.Equal[Drink]}) /return 1
/if (${p_con_name.Equal[Misc]}) /return 1
/if (${p_con_name.Equal[Book]}) /return 1
/if (${p_con_name.Equal[Combinable]}) /return 1
/if (${p_con_name.Equal[lexicon]}) /return 1
/if (${p_con_name.Equal[Alchemy]}) /return 1
/if (${p_con_name.Equal[NULL]}) /return 1
/return 0
 
This fixed the issue for me. I think this line missing returned false for not having any slots empty. Adding this said yes slots are full but I have a useable container that is swappable in that slot. (more or less ignoring the item in the bottom right slot with the kit)

/if (${p_con_name.Equal[lexicon]}) /return 1

in the TSC_Support File
Sub ConTypes(string p_con_name)
/if (${p_con_name.Equal[Baking]}) /return 1
/if (${p_con_name.Equal[Medicine]}) /return 1
/if (${p_con_name.Equal[Fletching]}) /return 1
/if (${p_con_name.Equal[Jewelry Making]}) /return 1
/if (${p_con_name.Equal[Mixing]}) /return 1
/if (${p_con_name.Equal[Tinkering]}) /return 1
/if (${p_con_name.Equal[Make Poison]}) /return 1
/if (${p_con_name.Equal[Food]}) /return 1
/if (${p_con_name.Equal[Drink]}) /return 1
/if (${p_con_name.Equal[Misc]}) /return 1
/if (${p_con_name.Equal[Book]}) /return 1
/if (${p_con_name.Equal[Combinable]}) /return 1
/if (${p_con_name.Equal[lexicon]}) /return 1
/if (${p_con_name.Equal[Alchemy]}) /return 1
/if (${p_con_name.Equal[NULL]}) /return 1
/return 0

Here is the scoop:

Anything you add in here is something it considers "swappable" everything else it thinks is some kinda bag..

thought medicine did the trick for alchemy.. well at least the medicine bags and stuff..
 
I got locked up cause it couldn't figure out how to make ceramic lining, but my new buy routine is working for me, buys only what is needed
 
I got locked up cause it couldn't figure out how to make ceramic lining, but my new buy routine is working for me, buys only what is needed
I am working out the multi sub combine for smithing.. you can do pottery or brewing or something that should be a good test..
 
Anything you add in here is something it considers "swappable" everything else it thinks is some kinda bag..

thought medicine did the trick for alchemy.. well at least the medicine bags and stuff..
lexicon did the trick for spell kits and tome kits. far as i know research is the only kits labeled lexicon
 
Release Tradeskill Construction Set |Quests:GOD,TSS,POK,POR Freebie Assister [Deleted]
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